<!doctype html>
<html>
	<head>
		<meta charset="utf-8" />
		<title>Sample Three.js</title>
		<style>
			#container {
				background: #000;
				width: 400px;
				height: 300px;
			}
		</style>
	</head>
	<body>

		<div id="container">


		</div>

	</body>
	<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.5.1/jquery.min.js"></script>
	<script src="../external/Three.js"></script>
    <script src="./polyhedron.js"></script>

	<script type="text/javascript">
    
	// set the scene size
	var WIDTH = 400,
	    HEIGHT = 300;

	// set some camera attributes
	var VIEW_ANGLE = 45,
	    ASPECT = WIDTH / HEIGHT,
	    NEAR = 0.1,
	    FAR = 10000;

	// get the DOM element to attach to
	// - assume we've got jQuery to hand
	var $container = $('#container');

	// create a WebGL renderer, camera
	// and a scene
	var renderer = new THREE.WebGLRenderer();
	var camera = new THREE.PerspectiveCamera(  VIEW_ANGLE,
	                                ASPECT,
	                                NEAR,
	                                FAR  );
	var scene = new THREE.Scene();

	// the camera starts at 0,0,0 so pull it back
	camera.position.z = 300;

	// start the renderer
	renderer.setSize(WIDTH, HEIGHT);

	// attach the render-supplied DOM element
	$container.append(renderer.domElement);

	// create the sphere's material
	var sphereMaterial = new THREE.MeshLambertMaterial(
	{
	    color: 0xCC0000
	});

	// set up the sphere vars
	var radius = 50, segments = 16, rings = 16;

	// create a new mesh with sphere geometry -
	// we will cover the sphereMaterial next!
	var sphere = new THREE.Mesh(new THREE.IcosahedronGeometry(50), sphereMaterial);

	// add the sphere to the scene
	scene.add(sphere);

	// and the camera
	scene.add(camera);

	// create a point light
	var pointLight = new THREE.PointLight( 0xFFFFFF );

	// set its position
	pointLight.position.x = 10;
	pointLight.position.y = 50;
	pointLight.position.z = 130;

	// add to the scene
	scene.add(pointLight);

	// draw!
	renderer.render(scene, camera);
	</script>
</html>
